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<td class="classHeaderTableLabel">Package</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">Box2D.Common</a></td>
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<td class="classHeaderTableLabel">Class</td><td class="classSignature">public class b2Settings</td>
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<td class="classHeaderTableLabel">Source</td><td><a href="http://box2dflash.svn.sourceforge.net/viewvc/box2dflash/Source/Box2D/Common/b2Settings.as">b2Settings.as</a></td>
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<p></p>
This class controls Box2D global settings
<p></p>
<br>
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<a name="methodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">Public Methods</div>
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<th>&nbsp;</th><th colspan="2">Method</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
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<div class="summarySignature">
<a class="signatureLink" href="#b2Assert()">b2Assert</a>(a:Boolean):void</div>
<div class="summaryTableDescription">[static]
    b2Assert is used internally to handle assertions.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#b2MixFriction()">b2MixFriction</a>(friction1:Number, friction2:Number):Number</div>
<div class="summaryTableDescription">[static]
  Friction mixing law.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#b2MixRestitution()">b2MixRestitution</a>(restitution1:Number, restitution2:Number):Number</div>
<div class="summaryTableDescription">[static] 
  Restitution mixing law.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
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<a name="constantSummary"></a>
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<div class="summaryTableTitle">Public Constants</div>
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<th>&nbsp;</th><th colspan="2">Constant</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_aabbExtension">b2_aabbExtension</a> : Number = 0.1<div class="summaryTableDescription">[static]
  This is used to fatten AABBs in the dynamic tree.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_aabbMultiplier">b2_aabbMultiplier</a> : Number = 2.0<div class="summaryTableDescription">[static]
   This is used to fatten AABBs in the dynamic tree.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_angularSleepTolerance">b2_angularSleepTolerance</a> : Number<div class="summaryTableDescription">[static]
 A body cannot sleep if its angular velocity is above this tolerance.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_angularSlop">b2_angularSlop</a> : Number<div class="summaryTableDescription">[static]
 A small angle used as a collision and constraint tolerance.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_contactBaumgarte">b2_contactBaumgarte</a> : Number = 0.2<div class="summaryTableDescription">[static]
 This scale factor controls how fast overlap is resolved.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_linearSleepTolerance">b2_linearSleepTolerance</a> : Number = 0.01<div class="summaryTableDescription">[static]
 A body cannot sleep if its linear velocity is above this tolerance.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_linearSlop">b2_linearSlop</a> : Number = 0.005<div class="summaryTableDescription">[static]
 A small length used as a collision and constraint tolerance.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxAngularCorrection">b2_maxAngularCorrection</a> : Number<div class="summaryTableDescription">[static]
 The maximum angular position correction used when solving constraints.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxLinearCorrection">b2_maxLinearCorrection</a> : Number = 0.2<div class="summaryTableDescription">[static]
 The maximum linear position correction used when solving constraints.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxManifoldPoints">b2_maxManifoldPoints</a> : int = 2<div class="summaryTableDescription">[static]
       Number of manifold points in a b2Manifold.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxRotation">b2_maxRotation</a> : Number<div class="summaryTableDescription">[static]
 The maximum angular velocity of a body.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxRotationSquared">b2_maxRotationSquared</a> : Number<div class="summaryTableDescription">[static]</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxTOIContactsPerIsland">b2_maxTOIContactsPerIsland</a> : int = 32<div class="summaryTableDescription">[static]
 Maximum number of contacts to be handled to solve a TOI island.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxTOIJointsPerIsland">b2_maxTOIJointsPerIsland</a> : int = 32<div class="summaryTableDescription">[static]
 Maximum number of joints to be handled to solve a TOI island.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxTranslation">b2_maxTranslation</a> : Number = 2.0<div class="summaryTableDescription">[static]
 The maximum linear velocity of a body.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_maxTranslationSquared">b2_maxTranslationSquared</a> : Number = 4.0<div class="summaryTableDescription">[static]</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_pi">b2_pi</a> : Number = 3.141592653589793<div class="summaryTableDescription">[static]</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_polygonRadius">b2_polygonRadius</a> : Number<div class="summaryTableDescription">[static]
  The radius of the polygon/edge shape skin.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_timeToSleep">b2_timeToSleep</a> : Number = 0.5<div class="summaryTableDescription">[static]
 The time that a body must be still before it will go to sleep.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_toiSlop">b2_toiSlop</a> : Number = 0.04<div class="summaryTableDescription">[static]
 Continuous collision detection (CCD) works with core, shrunken shapes.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#b2_velocityThreshold">b2_velocityThreshold</a> : Number = 1.0<div class="summaryTableDescription">[static]
 A velocity threshold for elastic collisions.</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#USHRT_MAX">USHRT_MAX</a> : int = 0x0000ffff<div class="summaryTableDescription">[static]</div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#VERSION">VERSION</a> : String = "2.1alpha"<div class="summaryTableDescription">[static]
    The current version of Box2D
    </div>
</td><td class="summaryTableOwnerCol">b2Settings</td>
</tr>
</table>
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<div class="detailSectionHeader">Method detail</div>
<a name="b2Assert()"></a>
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<td class="detailHeaderName">b2Assert</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td>
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<code>public static function b2Assert(a:Boolean):void</code><p>
    b2Assert is used internally to handle assertions. By default, calls are commented out to save performance,
    so they serve more as documentation than anything else.
    </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">a</span>:Boolean</code></td>
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<a name="b2MixFriction()"></a>
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<td class="detailHeaderName">b2MixFriction</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public static function b2MixFriction(friction1:Number, friction2:Number):Number</code><p>
  Friction mixing law. Feel free to customize this.
  </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">friction1</span>:Number</code></td>
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<td class="paramSpacer">&nbsp;</td>
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<td width="20px"></td><td><code><span class="label">friction2</span>:Number</code></td>
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<span class="label">Returns</span>
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<td width="20"></td><td><code>Number</code></td>
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</div>
<a name="b2MixRestitution()"></a>
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<td class="detailHeaderName">b2MixRestitution</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
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<div class="detailBody">
<code>public static function b2MixRestitution(restitution1:Number, restitution2:Number):Number</code><p> 
  Restitution mixing law. Feel free to customize this.
  </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">restitution1</span>:Number</code></td>
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<td class="paramSpacer">&nbsp;</td>
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<td width="20px"></td><td><code><span class="label">restitution2</span>:Number</code></td>
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<p></p>
<span class="label">Returns</span>
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<td width="20"></td><td><code>Number</code></td>
</tr>
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</div>
<a name="constantDetail"></a>
<div class="detailSectionHeader">Constant detail</div>
<a name="b2_aabbExtension"></a>
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<td class="detailHeaderName">b2_aabbExtension</td><td class="detailHeaderType">constant</td>
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</table>
<div class="detailBody">
<code>public static const b2_aabbExtension:Number = 0.1</code><p>
  This is used to fatten AABBs in the dynamic tree. This allows proxies
  to move by a small amount without triggering a tree adjustment.
  This is in meters.
  </p></div>
<a name="b2_aabbMultiplier"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">b2_aabbMultiplier</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_aabbMultiplier:Number = 2.0</code><p>
   This is used to fatten AABBs in the dynamic tree. This is used to predict
   the future position based on the current displacement.
  This is a dimensionless multiplier.
  </p></div>
<a name="b2_angularSleepTolerance"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">b2_angularSleepTolerance</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
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<div class="detailBody">
<code>public static const b2_angularSleepTolerance:Number</code><p>
 A body cannot sleep if its angular velocity is above this tolerance.
 </p></div>
<a name="b2_angularSlop"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_angularSlop</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_angularSlop:Number</code><p>
 A small angle used as a collision and constraint tolerance. Usually it is
 chosen to be numerically significant, but visually insignificant.
 </p></div>
<a name="b2_contactBaumgarte"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_contactBaumgarte</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_contactBaumgarte:Number = 0.2</code><p>
 This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
 that overlap is removed in one time step. However using values close to 1 often lead
 to overshoot.
 </p></div>
<a name="b2_linearSleepTolerance"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_linearSleepTolerance</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_linearSleepTolerance:Number = 0.01</code><p>
 A body cannot sleep if its linear velocity is above this tolerance.
 </p></div>
<a name="b2_linearSlop"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_linearSlop</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_linearSlop:Number = 0.005</code><p>
 A small length used as a collision and constraint tolerance. Usually it is
 chosen to be numerically significant, but visually insignificant.
 </p></div>
<a name="b2_maxAngularCorrection"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxAngularCorrection</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxAngularCorrection:Number</code><p>
 The maximum angular position correction used when solving constraints. This helps to
 prevent overshoot.
 </p></div>
<a name="b2_maxLinearCorrection"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxLinearCorrection</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxLinearCorrection:Number = 0.2</code><p>
 The maximum linear position correction used when solving constraints. This helps to
 prevent overshoot.
 </p></div>
<a name="b2_maxManifoldPoints"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">b2_maxManifoldPoints</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxManifoldPoints:int = 2</code><p>
       Number of manifold points in a b2Manifold. This should NEVER change.
     </p></div>
<a name="b2_maxRotation"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">b2_maxRotation</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxRotation:Number</code><p>
 The maximum angular velocity of a body. This limit is very large and is used
 to prevent numerical problems. You shouldn't need to adjust this.
 </p></div>
<a name="b2_maxRotationSquared"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxRotationSquared</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxRotationSquared:Number</code>
</div>
<a name="b2_maxTOIContactsPerIsland"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxTOIContactsPerIsland</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxTOIContactsPerIsland:int = 32</code><p>
 Maximum number of contacts to be handled to solve a TOI island.
 </p></div>
<a name="b2_maxTOIJointsPerIsland"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxTOIJointsPerIsland</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxTOIJointsPerIsland:int = 32</code><p>
 Maximum number of joints to be handled to solve a TOI island.
 </p></div>
<a name="b2_maxTranslation"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxTranslation</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static const b2_maxTranslation:Number = 2.0</code><p>
 The maximum linear velocity of a body. This limit is very large and is used
 to prevent numerical problems. You shouldn't need to adjust this.
 </p></div>
<a name="b2_maxTranslationSquared"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">b2_maxTranslationSquared</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public static const b2_maxTranslationSquared:Number = 4.0</code>
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<a name="b2_pi"></a>
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<td class="detailHeaderName">b2_pi</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public static const b2_pi:Number = 3.141592653589793</code>
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<a name="b2_polygonRadius"></a>
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<td class="detailHeaderName">b2_polygonRadius</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public static const b2_polygonRadius:Number</code><p>
  The radius of the polygon/edge shape skin. This should not be modified. Making
  this smaller means polygons will have and insufficient for continuous collision.
  Making it larger may create artifacts for vertex collision.
  </p></div>
<a name="b2_timeToSleep"></a>
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<td class="detailHeaderName">b2_timeToSleep</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public static const b2_timeToSleep:Number = 0.5</code><p>
 The time that a body must be still before it will go to sleep.
 </p></div>
<a name="b2_toiSlop"></a>
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<td class="detailHeaderName">b2_toiSlop</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public static const b2_toiSlop:Number = 0.04</code><p>
 Continuous collision detection (CCD) works with core, shrunken shapes. This is the
 amount by which shapes are automatically shrunk to work with CCD. This must be
 larger than b2_linearSlop.
    </p><p>
<span class="label">See also</span>
</p>
<div class="seeAlso">b2_linearSlop</div>
</div>
<a name="b2_velocityThreshold"></a>
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<td class="detailHeaderName">b2_velocityThreshold</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public static const b2_velocityThreshold:Number = 1.0</code><p>
 A velocity threshold for elastic collisions. Any collision with a relative linear
 velocity below this threshold will be treated as inelastic.
 </p></div>
<a name="USHRT_MAX"></a>
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<td class="detailHeaderName">USHRT_MAX</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public static const USHRT_MAX:int = 0x0000ffff</code>
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<a name="VERSION"></a>
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<td class="detailHeaderName">VERSION</td><td class="detailHeaderType">constant</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public static const VERSION:String = "2.1alpha"</code><p>
    The current version of Box2D
    </p></div>
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<br>
<hr>
<br>
<p></p>
<center class="copyright">Box2DFlash 2.1a</center>
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